Difference between revisions of "04C9"

From GTAMods Wiki
Jump to navigation Jump to search
m
 
(One intermediate revision by the same user not shown)
Line 8: Line 8:
 
}}
 
}}
  
This conditional opcode returns true if the player is in a flying vehicle, either as a driver or a passenger. It behaves the same way as using both opcodes [[04AA]] and [[04AC]] together. This opcode is [[List of unsupported opcodes|unsupported]] in [[San Andreas]] and is superseded by opcode [[04C8]]. By default the game will recognize the following list of vehicles as flying vehicles (for which the IS_HELI or IS_PLANE flag is set in the [[Handling.cfg#Flag_Data_2|handling.cfg]] file):
+
This conditional opcode returns true if the player is in a flying vehicle, either as a driver or a passenger. It behaves the same way as using both opcodes [[04AA]] and [[04AC]] together. By default the game will recognize the following list of vehicles as flying vehicles (for which the IS_HELI or IS_PLANE flag is set in the [[Handling.cfg#Flag_Data_2|handling.cfg]] file):
 
* Hunter
 
* Hunter
 
* Maverick
 
* Maverick
Line 23: Line 23:
 
== Disassembled code ==
 
== Disassembled code ==
 
This is disassembled code for this opcode from PC v1.0 US.
 
This is disassembled code for this opcode from PC v1.0 US.
<syntaxhighlight lang="nasm" style="overflow-x: auto;">
+
<syntaxhighlight lang="nasm">
 
loc_630F46:
 
loc_630F46:
 
     lea    eax, [ebp+10h]                    ; get address of script's current instruction pointer
 
     lea    eax, [ebp+10h]                    ; get address of script's current instruction pointer
     mov    ecx, ebp                          ; get address of CRunningScript for thiscall
+
     mov    ecx, ebp                          ; get address of script for thiscall
 
     push    1                                ; push 1 for one parameter to collect
 
     push    1                                ; push 1 for one parameter to collect
 
     push    eax                              ; push address of script's current instruction pointer
 
     push    eax                              ; push address of script's current instruction pointer
     call    CRunningScript::CollectParameters ; call CRunningScript::CollectParameters
+
     call    CRunningScript::CollectParameters ; call CRunningScript::CollectParameters(uint *,short)
 
     mov    edi, ds:ScriptParams[0]          ; get value of first parameter, the player handle
 
     mov    edi, ds:ScriptParams[0]          ; get value of first parameter, the player handle
 
     xor    bl, bl                            ; set compare flag to false
 
     xor    bl, bl                            ; set compare flag to false
Line 40: Line 40:
 
     test    ecx, ecx                          ; check whether or not the last entered vehicle address is null
 
     test    ecx, ecx                          ; check whether or not the last entered vehicle address is null
 
     jz      short loc_630F9A
 
     jz      short loc_630F9A
     call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance
+
     call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance(void)
 
     cmp    eax, 5                            ; check whether or not the vehicle is plane
 
     cmp    eax, 5                            ; check whether or not the vehicle is plane
 
     jz      short loc_630F98
 
     jz      short loc_630F98
 
     mov    eax, [edi]                        ; get address of player ped at CWorld::Players + player handle * 0x170
 
     mov    eax, [edi]                        ; get address of player ped at CWorld::Players + player handle * 0x170
 
     mov    ecx, [eax+3A8h]                  ; offset player ped address by 0x3A8 to get address of last entered vehicle for thiscall
 
     mov    ecx, [eax+3A8h]                  ; offset player ped address by 0x3A8 to get address of last entered vehicle for thiscall
     call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance
+
     call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance(void)
 
     cmp    eax, 3                            ; check whether or not the vehicle is heli
 
     cmp    eax, 3                            ; check whether or not the vehicle is heli
 
     jnz    short loc_630F9A
 
     jnz    short loc_630F9A
Line 51: Line 51:
 
     mov    bl, 1                            ; set compare flag to true
 
     mov    bl, 1                            ; set compare flag to true
 
loc_630F9A:
 
loc_630F9A:
     mov    ecx, ebp                          ; get address of CRunningScript for thiscall
+
     mov    ecx, ebp                          ; get address of script for thiscall
 
     push    ebx                              ; push compare flag
 
     push    ebx                              ; push compare flag
     call    CRunningScript::UpdateCompareFlag ; call CRunningScript::UpdateCompareFlag
+
     call    CRunningScript::UpdateCompareFlag ; call CRunningScript::UpdateCompareFlag(uchar)
 
     xor    al, al                            ; return 0
 
     xor    al, al                            ; return 0
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 59: Line 59:
 
== Keywords ==
 
== Keywords ==
 
player, driving, any, plane, heli, helicopter, flying, vehicle
 
player, driving, any, plane, heli, helicopter, flying, vehicle
 +
 +
== See also ==
 +
* {{Icon|SA}} [[04C8]], checks if the character is in a flying vehicle

Latest revision as of 17:43, 24 May 2017

Vice City IS_PLAYER_IN_FLYING_VEHICLE


Description
Checks if the player is in a flying vehicle
Syntax
04C9:   player [player handle] in_flying_vehicle
Parameter
[player handle]
The handle of the player

This conditional opcode returns true if the player is in a flying vehicle, either as a driver or a passenger. It behaves the same way as using both opcodes 04AA and 04AC together. By default the game will recognize the following list of vehicles as flying vehicles (for which the IS_HELI or IS_PLANE flag is set in the handling.cfg file):

  • Hunter
  • Maverick
  • Police Maverick
  • RC Baron
  • RC Goblin
  • RC Raider
  • Sea Sparrow
  • Skimmer
  • Sparrow
  • VCN Maverick

Legacy documentation describes this as applying to just planes.

Disassembled code

This is disassembled code for this opcode from PC v1.0 US.

loc_630F46:
    lea     eax, [ebp+10h]                    ; get address of script's current instruction pointer
    mov     ecx, ebp                          ; get address of script for thiscall
    push    1                                 ; push 1 for one parameter to collect
    push    eax                               ; push address of script's current instruction pointer
    call    CRunningScript::CollectParameters ; call CRunningScript::CollectParameters(uint *,short)
    mov     edi, ds:ScriptParams[0]           ; get value of first parameter, the player handle
    xor     bl, bl                            ; set compare flag to false
    imul    edi, 170h
    add     edi, offset CWorld::Players
    mov     eax, [edi]                        ; get address of player ped at CWorld::Players + player handle * 0x170
    cmp     byte ptr [eax+3ACh], 0            ; offset player ped address by 0x3AC and check whether or not the player ped is in a vehicle
    jz      short loc_630F9A
    mov     ecx, [eax+3A8h]                   ; offset player ped address by 0x3A8 to get address of last entered vehicle for thiscall
    test    ecx, ecx                          ; check whether or not the last entered vehicle address is null
    jz      short loc_630F9A
    call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance(void)
    cmp     eax, 5                            ; check whether or not the vehicle is plane
    jz      short loc_630F98
    mov     eax, [edi]                        ; get address of player ped at CWorld::Players + player handle * 0x170
    mov     ecx, [eax+3A8h]                   ; offset player ped address by 0x3A8 to get address of last entered vehicle for thiscall
    call    CVehicle::GetVehicleAppearance    ; call CVehicle::GetVehicleAppearance(void)
    cmp     eax, 3                            ; check whether or not the vehicle is heli
    jnz     short loc_630F9A
loc_630F98:
    mov     bl, 1                             ; set compare flag to true
loc_630F9A:
    mov     ecx, ebp                          ; get address of script for thiscall
    push    ebx                               ; push compare flag
    call    CRunningScript::UpdateCompareFlag ; call CRunningScript::UpdateCompareFlag(uchar)
    xor     al, al                            ; return 0

Keywords

player, driving, any, plane, heli, helicopter, flying, vehicle

See also

  • San Andreas 04C8, checks if the character is in a flying vehicle